Wiki/Bosses/Threat & Contribution

Threat & Contribution

Threat determines which player the boss targets with single-target attacks. Contribution determines how boss loot and boss XP are scaled after the boss is defeated.

Threat Accumulation

Every player starts at zero threat. Dealing damage and healing allies both generate threat:

damageThreat = damage × 1 // THREAT_PER_DAMAGE
healThreat = healAmount × 0.5 // THREAT_PER_HEAL

Threat is cumulative across all rounds. The player with the highest threat is the boss’s single-target focus.

Taunt Mechanics

The Taunt ability (from the Survival talent tree) forces the boss to target the taunting player for 2 rounds. Taunt also adds a flat 500 threat bonus on activation.

threat after taunt = currentThreat + 500 // TAUNT_THREAT_BONUS

While a taunt is active, the boss always targets the taunting player for single-target actions, regardless of other players’ threat values. If multiple players taunt simultaneously, the one with the highest threat among taunters is targeted. Taunt duration decrements by 1 at the end of each round.

Target Selection

Action TypeTarget Selection
Single-targetHighest-threat alive player. If a taunt is active, the taunting player takes priority.
AoEHits all living participants (ignores threat).

Contribution Scoring

When a boss is defeated, each participant receives a contribution score that feeds into their final reward multiplier:

score = damage × 1 + healing × 1 + absorbed × 0.9 + roundsSurvived × 10

All four components reward different playstyles: pure damage dealers, healers, tanks absorbing hits, and simply staying alive. The survival bonus ensures that even players who focus on support and defense receive meaningful contribution.

Reward Multipliers

Boss loot and boss XP do not use raw contribution ratio directly. Instead, each player’s ratio is converted into a reward multiplier with a floor and ceiling:

contributionRatio = playerScore / totalScore
baseRewardMultiplier = clamp(contributionRatio × participantCount, 0.25, 2)
effectiveRewardMultiplier = baseRewardMultiplier × championMultiplier // championMultiplier = 1 or 1.1

Champion supporters multiply the final boss reward multiplier by 1.1x. The same effective multiplier is applied to both loot rolls and boss XP awards. Every participant receives at least the floor multiplier, while strong contributors can reach 2x before the Champion bonus is applied.

Constants Reference

ConstantValueDescription
THREAT_PER_DAMAGE1Threat generated per point of damage dealt
THREAT_PER_HEAL0.5Threat generated per point of healing done
TAUNT_THREAT_BONUS500Flat threat added when Taunt is activated
TAUNT_DEFAULT_DURATION2Rounds the boss is forced to target the taunter
CONTRIBUTION_DAMAGE_WEIGHT1Weight of total damage in contribution score
CONTRIBUTION_HEALING_WEIGHT1Weight of total healing in contribution score
CONTRIBUTION_ABSORB_WEIGHT0.9Weight of damage absorbed in contribution score
CONTRIBUTION_SURVIVAL_FLAT_BONUS10Flat contribution points per round survived
BOSS_CONTRIBUTION_FLOOR0.25Minimum boss loot and XP multiplier before Champion bonus
BONUS_MULTIPLIER1.1xChampion multiplier applied to final boss loot and XP rewards